And btw to program a feature like this from scratch it take a real programmer at least 2 to 3 days, and that's one programmer working 8 hours a day. (It take less then an hour using a reconfigured exsisting btw) So translation for a non programmer working 10 to 30 mins a day it take 6 to 8 months. O snap wasnt there a giant 1 year gap in updates. Yea that's fishy. (Also a exhausting preconfigured would cost money, so definatly somthing a low budget dev would make themselves)
I'm not sure what kind of programmers you know, but I'm a programmer, and I have worked with unity.
Usually you don't want to set performance heavy things to occur at every frame, but its extremely basic to just have something run every frame checking what, 6 stats max? And setting them to their current max, I could do this in 10 minutes if I was any familiarity with the code.
My point is, this game takes a long time to update, and the time it takes comes from Abelius being a lone programmer with insanely high standards. When you want to implement a feature, you start to see things that depend on that feature, and things that you had already made that need to be changed. Somewhere along the process you have to draw the line on how much you are willing to change, and how much time you are willing to spend changing every part of the process. This is also a problem with software engineering. If you have the whole thing planned out before you start, the process tends to go more smoothly, but even then, unexpected things just happen.
Abelius doesn't seem to have a trello set up anymore or some kind of software to keep track of what has to be done, even if in private. In my opinion, delivered from experience, thats is a big problem, not having all the steps planned out, not having a grasp on what every step of the process might be, or what these steps might require. He does seem to understand that this is important, and takes steps to program the game in a way that helps him account for future updates, yet he still finds himself having to fix and remake a lot, every update. That might be because he is the only one working in the code and cant really see things from another angle.
The game doesn't only seem to be a way for him to make a living, he also wants to keep the standards very high, maybe he lacks experience leading projects or organizing projects, which is very common even if you have worked in the industry before. But its undeniable that he has a vision for the project and is doing his best to accomplish it, while trying to make a living off of it in the process. However, the frequency in which even his best, not so well organized, process can generate new content and updates does not equal the promises he usually makes. On the start of the project, creating new content was easy, it could be done fast, he even made another game almost to prove this point to himself. But it didn't really work like that. And now, he can deliver 12 scenes in a 2 month long update.
There seems to be some problems with his own expectations and planning on what he is realistically able to do, and what is realistic for the project in general.
The problem isn't implementing "anti-cheat" features. It goes a lot deeper with the project planning in general.